mirror of https://github.com/axmolengine/axmol.git
327 lines
9.6 KiB
C++
327 lines
9.6 KiB
C++
/****************************************************************************
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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Copyright (c) 2019-present Axmol Engine contributors (see AUTHORS.md).
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https://axmol.dev/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __CCPHYSICS_CONTACT_H__
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#define __CCPHYSICS_CONTACT_H__
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#include "base/Config.h"
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#if defined(AX_ENABLE_PHYSICS)
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# include "base/Object.h"
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# include "math/Math.h"
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# include "base/EventListenerCustom.h"
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# include "base/Event.h"
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# include "base/EventCustom.h"
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NS_AX_BEGIN
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class PhysicsShape;
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class PhysicsBody;
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class PhysicsWorld;
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typedef struct AX_DLL PhysicsContactData
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{
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static const int POINT_MAX = 4;
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Vec2 points[POINT_MAX];
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int count;
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Vec2 normal;
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PhysicsContactData() : count(0) {}
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} PhysicsContactData;
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/**
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* @addtogroup physics
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* @{
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* @addtogroup physics_2d
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* @{
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*/
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/**
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* @brief Contact information.
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* It will created automatically when two shape contact with each other. And it will destroyed automatically when two
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shape separated.
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*/
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class AX_DLL PhysicsContact : public EventCustom
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{
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public:
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enum class EventCode
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{
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NONE,
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BEGIN,
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PRESOLVE,
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POSTSOLVE,
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SEPARATE
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};
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/** Get contact shape A. */
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PhysicsShape* getShapeA() const { return _shapeA; }
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/** Get contact shape B. */
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PhysicsShape* getShapeB() const { return _shapeB; }
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/** Get contact data. */
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const PhysicsContactData* getContactData() const { return _contactData; }
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/** Get previous contact data */
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const PhysicsContactData* getPreContactData() const { return _preContactData; }
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/**
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* Get data.
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* @lua NA
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*/
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void* getData() const { return _data; }
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/**
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* @brief Set data to contact.
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* You must manage the memory yourself, Generally you can set data at contact begin, and destroy it at contact
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separate.
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*
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* @lua NA
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*/
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void setData(void* data) { _data = data; }
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/** Get the event code */
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EventCode getEventCode() const { return _eventCode; };
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private:
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static PhysicsContact* construct(PhysicsShape* a, PhysicsShape* b);
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bool init(PhysicsShape* a, PhysicsShape* b);
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void setEventCode(EventCode eventCode) { _eventCode = eventCode; };
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bool isNotificationEnabled() const { return _notificationEnable; }
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void setNotificationEnable(bool enable) { _notificationEnable = enable; }
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PhysicsWorld* getWorld() const { return _world; }
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void setWorld(PhysicsWorld* world) { _world = world; }
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void setResult(bool result) { _result = result; }
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bool resetResult()
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{
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bool ret = _result;
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_result = true;
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return ret;
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}
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void generateContactData();
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private:
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PhysicsContact();
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~PhysicsContact();
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private:
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PhysicsWorld* _world;
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PhysicsShape* _shapeA;
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PhysicsShape* _shapeB;
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EventCode _eventCode;
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bool _notificationEnable;
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bool _result;
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void* _data;
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void* _contactInfo;
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PhysicsContactData* _contactData;
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PhysicsContactData* _preContactData;
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friend class EventListenerPhysicsContact;
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friend class PhysicsWorldCallback;
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friend class PhysicsWorld;
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};
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/**
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* @brief Presolve value generated when onContactPreSolve called.
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*/
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class AX_DLL PhysicsContactPreSolve
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{
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public:
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/** Get restitution between two bodies.*/
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float getRestitution() const;
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/** Get friction between two bodies.*/
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float getFriction() const;
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/** Get surface velocity between two bodies.*/
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Vec2 getSurfaceVelocity() const;
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/** Set the restitution.*/
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void setRestitution(float restitution);
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/** Set the friction.*/
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void setFriction(float friction);
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/** Set the surface velocity.*/
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void setSurfaceVelocity(const Vec2& velocity);
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/** Ignore the rest of the contact presolve and postsolve callbacks. */
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void ignore();
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private:
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PhysicsContactPreSolve(void* contactInfo);
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~PhysicsContactPreSolve();
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private:
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void* _contactInfo;
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friend class EventListenerPhysicsContact;
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};
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/**
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* @brief Postsolve value generated when onContactPostSolve called.
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*/
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class AX_DLL PhysicsContactPostSolve
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{
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public:
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/** Get restitution between two bodies.*/
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float getRestitution() const;
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/** Get friction between two bodies.*/
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float getFriction() const;
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/** Get surface velocity between two bodies.*/
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Vec2 getSurfaceVelocity() const;
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private:
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PhysicsContactPostSolve(void* contactInfo);
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~PhysicsContactPostSolve();
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private:
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void* _contactInfo;
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friend class EventListenerPhysicsContact;
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};
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/** Contact listener. It will receive all the contact callbacks. */
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class AX_DLL EventListenerPhysicsContact : public EventListenerCustom
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{
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public:
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/** Create the listener. */
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static EventListenerPhysicsContact* create();
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/** Check the listener is available.
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* @return True if there's one available callback function at least, false if there's no one.
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*/
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virtual bool checkAvailable() override;
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/** Clone an object from this listener.*/
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virtual EventListenerPhysicsContact* clone() override;
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protected:
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/**
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* It will be call when two body have contact.
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* if return false, it will not invoke callbacks.
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*/
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virtual bool hitTest(PhysicsShape* shapeA, PhysicsShape* shapeB);
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public:
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/**
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* @brief It will called at two shapes start to contact, and only call it once.
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*/
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std::function<bool(PhysicsContact& contact)> onContactBegin;
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/**
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* @brief Two shapes are touching during this step. Return false from the callback to make world ignore the
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* collision this step or true to process it normally. Additionally, you may override collision values, restitution,
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* or surface velocity values.
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*/
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std::function<bool(PhysicsContact& contact, PhysicsContactPreSolve& solve)> onContactPreSolve;
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/**
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* @brief Two shapes are touching and their collision response has been processed. You can retrieve the collision
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* impulse or kinetic energy at this time if you want to use it to calculate sound volumes or damage amounts. See
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* cpArbiter for more info
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*/
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std::function<void(PhysicsContact& contact, const PhysicsContactPostSolve& solve)> onContactPostSolve;
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/**
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* @brief It will called at two shapes separated, and only call it once.
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* onContactBegin and onContactSeparate will called in pairs.
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*/
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std::function<void(PhysicsContact& contact)> onContactSeparate;
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protected:
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bool init();
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void onEvent(EventCustom* event);
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protected:
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EventListenerPhysicsContact();
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virtual ~EventListenerPhysicsContact();
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friend class PhysicsWorld;
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};
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/** This event listener only be called when bodyA and bodyB have contacts. */
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class AX_DLL EventListenerPhysicsContactWithBodies : public EventListenerPhysicsContact
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{
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public:
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/** Create the listener. */
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static EventListenerPhysicsContactWithBodies* create(PhysicsBody* bodyA, PhysicsBody* bodyB);
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virtual bool hitTest(PhysicsShape* shapeA, PhysicsShape* shapeB) override;
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virtual EventListenerPhysicsContactWithBodies* clone() override;
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protected:
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PhysicsBody* _a;
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PhysicsBody* _b;
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protected:
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EventListenerPhysicsContactWithBodies();
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virtual ~EventListenerPhysicsContactWithBodies();
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};
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/** This event listener only be called when shapeA and shapeB have contacts. */
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class AX_DLL EventListenerPhysicsContactWithShapes : public EventListenerPhysicsContact
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{
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public:
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/** Create the listener. */
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static EventListenerPhysicsContactWithShapes* create(PhysicsShape* shapeA, PhysicsShape* shapeB);
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virtual bool hitTest(PhysicsShape* shapeA, PhysicsShape* shapeB) override;
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virtual EventListenerPhysicsContactWithShapes* clone() override;
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protected:
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PhysicsShape* _a;
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PhysicsShape* _b;
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protected:
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EventListenerPhysicsContactWithShapes();
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virtual ~EventListenerPhysicsContactWithShapes();
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};
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/** This event listener only be called when shapeA or shapeB is in the group your specified */
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class AX_DLL EventListenerPhysicsContactWithGroup : public EventListenerPhysicsContact
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{
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public:
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/** Create the listener. */
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static EventListenerPhysicsContactWithGroup* create(int group);
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virtual bool hitTest(PhysicsShape* shapeA, PhysicsShape* shapeB) override;
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virtual EventListenerPhysicsContactWithGroup* clone() override;
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protected:
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int _group;
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protected:
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EventListenerPhysicsContactWithGroup();
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virtual ~EventListenerPhysicsContactWithGroup();
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};
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/** @} */
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/** @} */
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NS_AX_END
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#endif // defined(AX_ENABLE_PHYSICS)
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#endif //__CCPHYSICS_CONTACT_H__
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